As game writers, we believe that good stories and dialog can only make your game better — even if it’s a serious game. Stories are part of the pull that allow players to suspend disbelief and enjoy the game. Designers and writers who acknowledge the importance of fun have learned how to take care of the so-called boring bits.

Consider exposition and back story. There’s always a bit of trickiness getting all that information out to the player, viewer, or reader. Still, writers and designers have learned ways to impart that information in ways that do not have to be boring, monotone lectures. It’s a choice. For certain, if this information is useful in progressing in the game, then the player will welcome this exposition. As a player, would you rather listen to a really long monologue or receive information (exposition) that helps you win the game?

Serious games perhaps have even a stronger call to be fun games since they must draw in non-gamers and reluctant players. Design and gameplay are of course important elements to fun, but so too are narrative and dialog.